Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Andreavnn

1
Recruitment / CLOSED
January 24, 2016, 06:33:07 pm

Pen & Paper RPG

V2.4

Live Edition


Introduction

Over ten years in the making and over 60 years of Gaming Experience, it is our goal to create the best and most trusted fan created Role-Playing Game Engine for Dragon Ball Z on the internet. We aim to establish an emotional connection and community with our player base around the world through our inspiring periodical. To support the growth of our publication through a thriving and numerous base of fans from all generations and ages. We have moved away from Chaos Project to our own social media page on Facebook! Unfortunately that means we aren't going to be keeping tabs on this forum anymore. We did have over 22k views here on CP, holy $h1t batman! That is amazing;and  we want to keep that momentum moving forward and improve our system, rules and mechanics. So join Us on our Facebook page and don't forget to share Us!

DBZ RPG Facebook Page



Features

Dynamic D10 Battle System
Six unique races
Built in training routines
Signature Techniques
Four unique Talent Trees
Over 26 different Skills
Transformations
Fusion
Z-Soul Implication
And much more...



Downloads

DBZ Core - 28.0mb



Character Sheets - 508kb






Created by: Andreavnn


*EDIT* Update version 2.4 has been released (03/09/2016)[/center}

2
Recruitment / ABS Actor Needed!
May 31, 2012, 02:26:26 pm
I am looking for a pixel artist to make a ABS actor, if anyone is interested please let me know and I will PM you will more details and information.

*EDIT* This just became a paid gig
3
Resources / Carp
April 27, 2012, 07:24:46 pm
Who wants bunnies, birds or frogs running around their map when you can have carp swimming you in your water! Made this by combing  some char_sets and water. Thought it make my water feel more alive, well more than what the RTP water looks like.

Spoiler: ShowHide
4
General Discussion / DragonBall Z Pen & Paper
April 27, 2012, 01:45:53 pm

Pen & Paper RPG


Introduction

Over ten years in the making and over 60 years of Gaming Experience, it is our goal to create the best and most trusted fan created Role-Playing Game Engine for Dragon Ball Z on the internet. We aim to establish an emotional connection and community with our player base around the world through our inspiring periodical. To support the growth of our publication through a thriving and numerous base of fans from all generations and ages. We have moved away from Chaos Project to our own social media page on Facebook! Unfortunately that means we aren't going to be keeping tabs on this forum anymore. We did have over 22k views here on CP, holy $h1t batman! That is amazing;and  we want to keep that momentum moving forward and improve our system, rules and mechanics. So join Us on our Facebook page and don't forget to share Us!

DBZ RPG Facebook Page

NEW UPDATES ARE LOCATED HERE!



Features

Dynamic D10 Battle System
Six unique races
Built in training routines
Signature Techniques
Four unique Talent Trees
Over 26 different Skills
Transformations
Fusion
Z-Soul Implication
And much more...


Created by: Andreavnn
5
I made a random weather generator common event, but when I start my game is just shows variable 6 and doesn't "rotate" through the other variables.  Any help?


Spoiler: ShowHide
6
Resource Requests / Moon Fog
April 26, 2012, 11:36:07 pm
Does anyone know of or have a moon fog? One that would have the light of the moon. I am using ATES so the screen will be tinted so I don't want a shadow. :/
7
Troubleshooting / Help / Project Logo
April 26, 2012, 11:03:54 pm
Where does everyone make or get their project logos? Are you just creating them with GIMP or something? Been seeing all kinds of neat ones and I think I would like to have one for my project too.  :shy:
8
General Discussion / [Resolved]New HUD idea
April 25, 2012, 06:09:12 pm
I remember once seeing a LOZ game that had a sundial in the HUD anyone remember if that is true or if I am just crazy? :wacko:

*EDIT* Anyways, It does matter what I was wanting is to see what they did. I am thinking about making a new part to my HUD for night and day time. It would be next to the HUD or on top the the screen and would use events to check what "time" it is and the picture would change according. This is what I wiped up at work with MS paint, mind you I will make a much better version this weekend.

Morning
Spoiler: ShowHide


Daytime
Spoiler: ShowHide


Evening
Spoiler: ShowHide


Night
Spoiler: ShowHide
9
I am currently starting to work on making action sprites for my main actor. I have images for my actor and the weapon is going to use, however the weapon isn't lining up right with him. I think it is a graphical issue with my sprite being a little small than the normal ones and no having an actual (_atk1) sprite. What I am looking for it someone to help me configure my actors sprite into one where he looking like he is swinging a sword and then edit the weapon sprite so it fits him correctly. :/ Kind of much to ask for I understand any help would be appreciated.  :)

Actor Sprite
Spoiler: ShowHide


Weapon Sprite
Spoiler: ShowHide
10
Event System Requests / [Resolved][XP] ATES + BABS
April 24, 2012, 08:22:28 pm
I am looking for someone to help me utilize ATES and BABS to have night and day enemies. I am "wanting" enemies that are present during the night and different ones present during the day. When day becomes night or night becomes day the current enemies would "fade" and the new ones would appear in their place. Hopefully both enemies would "spawn" on the map at the same point. Day enemies would be ID1-8 and night enemies ID8-16, everything else ID17+

This what Blizz told me, I hope if helps anyone who is will to help me with this.
Quote from: Blizzard on April 24, 2012, 02:36:51 pm
For example, if you want enemies to fall asleep and wake up, you should probably use a common event that inflicts a special "sleep" on all enemies that have certain IDs (i.e. an array of IDs of enemies that sleep during the night) during day and night, depending on the switches. Blizz-ABS has all necessary script calls for you, but it would be good if you asked somebody to put those script calls together as it gets a bit complicated if you want something like this. It's not too difficult, it only requires some careful eventing and obviously the script calls to put a certain set of enemies to sleep or wake them up.
For other enemies, you can just make them vanish. e.g. if you have some ghosts, you can simply put a night switch on them and they will literally disappear during the day. It all depends on how you want things to work.


Any help is greatly appreciated. :)
11
I am looking for someone who can match the color of the first image to the second one. The grass is image one is lighter than the grass in image two. Image one grass needs to match image two grass.

Image One
Spoiler: ShowHide


Image Two
Spoiler: ShowHide
12
Script Requests / [XP] Dynamic Footprint Script
April 23, 2012, 11:02:40 am
I am using a dynamic footprint script for me current project, however, it is not compatible with BABS. Is there anyone willing to tickle the challenge of making it compatible of creating a new script that is? I am not using 8-directional movement at the moment. Any help would be appreciated.

Footprint Image
Spoiler: ShowHide


Script
Spoiler: ShowHide
=begin
============
 Dynamic Footprints - version 1.0 (2005-11-07)
============
 by Wachunga

0.95 - original release
1.0 - fixed a small bug with directional footprints and
      updated the compatibility list
 
SETUP:
1) From the database (Tileset tab), give the appropriate tiles of any
   tilesets that you want to show footprints (e.g. sand in "Desert",
   snow in "Snow Field") the terrain tag 1.
2) Place the footprints file in the Graphics/Tilesets folder.

To prevent an event from having any footprints (e.g. birds), include <nofp>
somewhere in its name.

(If using non-RTP sprites, you may want to create customized footprints.)

FEATURES:
* customizable duration footprint fading (optional)
* direction-specific footprints (optional)
* rounded footprints paths
* overlapping footprints supported
* handles move events (jumping, speed changes, etc) and teleportation

COMPATIBILITY:
1) Cogwheel's Pixel Movement script - unfortunately, pixel movement by its
   very nature isn't very compatible with footprints (short of using sprites
   or pictures instead of a tileset) because a character can move part way
   across a tile without footprints appearing.
   
 2) Near Fantastica's Squad Based Movement/Action Battle System script -
    make sure it is below this script
 
 3) Near Fantastica's Updated Day Night script - again, make sure it is below
    this script
 
 4) Baskinein's Animated Sprite script - see:
    http://www.rmxp.net/forums/index.php?s=&showtopic=27407&view=findpost&p=261921
   
 5) Fukuyama's Caterpillar script - to only have one set of footprints
    for the whole group, no modifications are necessary (just make sure his
    script is above this one). To have a separate (overlapping) set of
    footprints for each character, uncomment (by moving the "= end") the
    following lines:

module Train_Actor
class Game_Party_Actor < Game_Character    
 def move_down(turn_enabled = true)
   if turn_enabled
     turn_down
   end
   if passable?(@x, @y, Input::DOWN)
     turn_down
     @y += 1
     increase_steps
   end
 end
 def move_left(turn_enabled = true)
   if turn_enabled
     turn_left
   end
   if passable?(@x, @y, Input::LEFT)
     turn_left
     @x -= 1
     increase_steps
   end
 end
 def move_right(turn_enabled = true)
   if turn_enabled
     turn_right
   end
   if passable?(@x, @y, Input::RIGHT)
     turn_right
     @x += 1
     increase_steps
   end
 end
 def move_up(turn_enabled = true)
   if turn_enabled
     turn_up
   end
   if passable?(@x, @y, Input::UP)
     turn_up
     @y -= 1
     increase_steps
   end
 end
end
end

=end

#----------------------------------------------------------------------
# Footprints for six situations (down->up, left->right, down->left,
# left->up, up->right and right->down) are required (twelve for
# directional footprints). See the provided footprints template
# (footprints_template.png) for specific details, noting
# that the right half of the template can be empty if using the default
# of non-directional footprints (i.e. leaving FP_DIRECTIONAL = false).
FP_FILE = "footprints_default"
#----------------------------------------------------------------------
# FP_DIRECTIONAL specifies whether there are direction-specific
# footprints (e.g. footprints from player moving up are different
# from those left when player is moving down)
FP_DIRECTIONAL = false
#----------------------------------------------------------------------
# Terrain tag(s) as set in the database
FP_TAG = 1
#----------------------------------------------------------------------
# How much time elapses before footprints begin to fade
FP_BEFORE_FADE_TIME = 100
# After beginning to fade, how long the fading process actually takes
FP_FADE_TIME = 100
# Note: it's possible to maintain footprints indefinitely (with
# FP_FADE_TIME = 0), but if the player opens a menu or changes maps,
# the footprints won't be saved. To allow them to persist even then,
# use Near's Dynamic Maps script (slight modifications would be needed).
#----------------------------------------------------------------------
# tilemap indexes (do not modify)
# regular:
FP_DU = 384
FP_LR = 385
FP_DL = 386
FP_LU = 387
FP_UR = 388
FP_RD = 389
# directional:
FP_UD = 512
FP_RL = 513
FP_DR = 514
FP_RU = 515
FP_UL = 516
FP_LD = 517

#----------------------------------------------------------------------

class Spriteset_Map
attr_accessor :footprints  
attr_accessor :fp_tilemap
def initialize
  @viewport1 = Viewport.new(0, 0, 640, 480)
  @viewport2 = Viewport.new(0, 0, 640, 480)
  @viewport3 = Viewport.new(0, 0, 640, 480)
  @viewport2.z = 200
  @viewport3.z = 5000
  @tilemap = Tilemap.new(@viewport1)
  @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
  for i in 0..6
    autotile_name = $game_map.autotile_names[i]
    @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
  end
  @tilemap.map_data = $game_map.data
  @tilemap.priorities = $game_map.priorities
  @panorama = Plane.new(@viewport1)
  @panorama.z = -1000
  @fog = Plane.new(@viewport1)
  @fog.z = 3000
  @character_sprites = []
  for i in $game_map.events.keys.sort
    sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
    @character_sprites.push(sprite)
  end
  @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
  @weather = RPG::Weather.new(@viewport1)
  @picture_sprites = []
  for i in 1..50
    @picture_sprites.push(Sprite_Picture.new(@viewport2,
      $game_screen.pictures[i]))
  end
  @timer_sprite = Sprite_Timer.new

  # Dynamic Footprints additions begin
  @footprints = []
  fp_tileset = FP_DIRECTIONAL ? Bitmap.new(256,1024) : Bitmap.new(256,512)
  # make a column for each footprint image
  # right -> down
  fp_tileset.blt(160, 0, RPG::Cache.tileset(FP_FILE), Rect.new(0, 0, 32, 32))
  # up -> right
  fp_tileset.blt(128, 0, RPG::Cache.tileset(FP_FILE), Rect.new(0, 32, 32, 32))  
  # left -> right  
  fp_tileset.blt(32, 0, RPG::Cache.tileset(FP_FILE), Rect.new(0, 64, 32, 32))    
  # down -> left
  fp_tileset.blt(64, 0, RPG::Cache.tileset(FP_FILE), Rect.new(32, 0, 32, 32))
  # left -> up
  fp_tileset.blt(96, 0, RPG::Cache.tileset(FP_FILE), Rect.new(32, 32, 32, 32))  
  # down -> up
  fp_tileset.blt(0, 0, RPG::Cache.tileset(FP_FILE), Rect.new(32, 64, 32, 32))

  # fill out each column, making copies of the image with decreasing opacity
  0.step(5*32, 32) do |x|
    opacity = 255
    0.step(15*32, 32) do |y|
      fp_tileset.blt(x, y, fp_tileset, Rect.new(x, 0, 32, 32), opacity)
      opacity -= 16
    end
  end

  if FP_DIRECTIONAL
    # down -> right
    fp_tileset.blt(160, 512, RPG::Cache.tileset(FP_FILE), Rect.new(64, 0, 32, 32))
    # right -> up
    fp_tileset.blt(128, 512, RPG::Cache.tileset(FP_FILE), Rect.new(64, 32, 32, 32))  
    # right -> left
    fp_tileset.blt(32, 512, RPG::Cache.tileset(FP_FILE), Rect.new(64, 64, 32, 32))    
    # left -> down
    fp_tileset.blt(64, 512, RPG::Cache.tileset(FP_FILE), Rect.new(96, 0, 32, 32))
    # up -> left
    fp_tileset.blt(96, 512, RPG::Cache.tileset(FP_FILE), Rect.new(96, 32, 32, 32))  
    # up -> down
    fp_tileset.blt(0, 512, RPG::Cache.tileset(FP_FILE), Rect.new(96, 64, 32, 32))
   
    0.step(5*32, 32) do |x|
      opacity = 255
      512.step(32*32, 32) do |y|
        fp_tileset.blt(x, y, fp_tileset, Rect.new(x, 512, 32, 32), opacity)
        opacity -= 16
      end
    end  
  end
 
  @fp_tilemap = Tilemap.new(@viewport1)  
  @fp_tilemap.tileset = fp_tileset
  @fp_tilemap.map_data = Table.new($game_map.width, $game_map.height, 3)
  # end Dynamic Footprints additions
 
  update
end

alias fp_dispose dispose
def dispose
  @fp_tilemap.dispose
  fp_dispose
end

alias fp_update update
def update
  @fp_tilemap.ox = $game_map.display_x / 4
  @fp_tilemap.oy = $game_map.display_y / 4
  @fp_tilemap.update
  unless FP_FADE_TIME == 0
    for fp in @footprints
      if fp.time > 1
        fp.time -= 1
        if fp.fade and (FP_FADE_TIME - fp.time) % (FP_FADE_TIME/16.0) < 1
          @fp_tilemap.map_data[fp.x,fp.y,fp.z] += 8
        end
      else
        if not fp.fade
          # begin fading
          fp.time = FP_FADE_TIME
          fp.fade = true
        else        
          @fp_tilemap.map_data[fp.x,fp.y,fp.z] = 0
          @footprints.delete(fp)
        end
      end
    end
  end
  fp_update
end

 def show_footprints(fp_index,fp_x,fp_y)
   # start with first layer, then stack footprints as necessary
   fp_z = 0
   if @fp_tilemap.map_data[fp_x,fp_y,fp_z] == 0
    @fp_tilemap.map_data[fp_x,fp_y,fp_z] = fp_index
   else
    fp_z = 1
    if @fp_tilemap.map_data[fp_x,fp_y,fp_z] == 0
      @fp_tilemap.map_data[fp_x,fp_y,fp_z] = fp_index
    else
      fp_z = 2
      if @fp_tilemap.map_data[fp_x,fp_y,fp_z] != 0
        # delete the existing footprint at these coords from the list
        # (to prevent having multiples)
        for i in @footprints.reverse
          if i.x == fp_x and i.y == fp_y and i.z == fp_z
            @footprints.delete(i)
            break
          end
        end
      end
      @fp_tilemap.map_data[fp_x,fp_y,fp_z] = fp_index
    end
   end
   @footprints.push(Footprint.new(fp_x,fp_y,fp_z))    
 end  

end

#-------------------------------------------------------------------------------

class Game_Event < Game_Character
 alias fp_ge_init initialize
 def initialize(map_id, event)
  fp_ge_init(map_id, event)
  if @event.name.upcase.include?('<NOFP>')
    @fp_id = nil
  end
 end
end

#-------------------------------------------------------------------------------

class Game_Character

alias fp_gc_init initialize
def initialize
  fp_gc_init
  # 1st argument = second last x/y
  # 2nd argument = last x/y
  @last_x = [0,0]
  @last_y = [0,0]
  @fp_id = 0 # default footprints
end

def footprints
  # determine which prints to draw and where
  if terrain_tag(@last_x[1],@last_y[1]) != FP_TAG
    return
  end
  fp_index = nil
  # left
  if @x > @last_x[1]
    if @last_y[1] > @last_y[0]
      fp_index = FP_UR
    elsif @last_y[1] < @last_y[0]
      fp_index = FP_DIRECTIONAL ? FP_DR : FP_RD
    else
      fp_index = FP_LR
    end
  else
    # right
    if @x < @last_x[1]
      if @last_y[1] > @last_y[0]
        fp_index = FP_DIRECTIONAL ? FP_UL : FP_LU
      elsif @last_y[1] < @last_y[0]
        fp_index = FP_DL
      else
        fp_index = FP_DIRECTIONAL ? FP_RL : FP_LR
      end
    else
      # up
      if @y < @last_y[1]
        if @last_x[1] > @last_x[0]
          fp_index = FP_LU
        elsif @last_x[1] < @last_x[0]
          fp_index = FP_DIRECTIONAL ? FP_RU : FP_UR
        else
          fp_index = FP_DU
        end
      # down
      elsif @y > @last_y[1]
        if @last_x[1] > @last_x[0]
          fp_index = FP_DIRECTIONAL ? FP_LD : FP_DL
        elsif @last_x[1] < @last_x[0]
          fp_index = FP_RD
        else
          fp_index = FP_DIRECTIONAL ? FP_UD : FP_DU
        end
      end
    end
  end
  if fp_index != nil
    fp_x = @last_x[1]
    fp_y = @last_y[1]
    $scene.spriteset.show_footprints(fp_index,fp_x,fp_y)
  end
end

 def moveto(x, y)
   @x = x
   @y = y
   @real_x = x * 128
   @real_y = y * 128
   if @fp_id != nil
     # track the last positions
     @last_x = [@x,@x]
     @last_y = [@y,@y]
   end
 end

 def increase_steps
   @stop_count = 0
   # show footprints if enabled for this character
   if @fp_id != nil and $scene.is_a?(Scene_Map)
     footprints
     # track the last positions
     @last_x.shift
     @last_x.push(@x)  
     @last_y.shift
     @last_y.push(@y)  
   end
 end

 def terrain_tag(x=@x,y=@y)
   return $game_map.terrain_tag(x, y)
 end

 def update_jump
   @jump_count -= 1
   @real_x = (@real_x * @jump_count + @x * 128) / (@jump_count + 1)
   @real_y = (@real_y * @jump_count + @y * 128) / (@jump_count + 1)
   if @fp_id != nil and @jump_count == 0
     # track the last positions
     @last_x = [@x,@x]
     @last_y = [@y,@y]      
   end
 end  
 
end

#-------------------------------------------------------------------------------

class Scene_Map
 attr_reader :spriteset

 # only change is a couple of (commented) sections to prevent teleporting
 # within same map from losing footprints when the spriteset is recreated
 def transfer_player
   $game_temp.player_transferring = false
   if $game_map.map_id != $game_temp.player_new_map_id
     $game_map.setup($game_temp.player_new_map_id)
   else # Dynamic Footprints
     fp = @spriteset.footprints
     md = @spriteset.fp_tilemap.map_data
   end
   $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
   case $game_temp.player_new_direction
   when 2
     $game_player.turn_down
   when 4
     $game_player.turn_left
   when 6
     $game_player.turn_right
   when 8
     $game_player.turn_up
   end
   $game_player.straighten
   $game_map.update
   @spriteset.dispose
   @spriteset = Spriteset_Map.new
   if fp != nil or md != nil # Dynamic Footprints
     @spriteset.footprints = fp
     @spriteset.fp_tilemap.map_data = md
   end
   if $game_temp.transition_processing
     $game_temp.transition_processing = false
     Graphics.transition(20)
   end
   $game_map.autoplay
   Graphics.frame_reset
   Input.update
 end
end

#-------------------------------------------------------------------------------

class Footprint
attr_reader :x
attr_reader :y
attr_reader :z
attr_accessor :time
attr_accessor :fade

def initialize(x,y,z)
  @x = x
  @y = y
  @z = z
  @time = FP_BEFORE_FADE_TIME
  @fade = false
end

end


*EDIT* Update Request
13
I am having a problem with Ton-of-Addons. I am using the plugin "Arrow over player" and it is only showing up in the top left quadrant, even if not behind something. I reload installed the script and still that same effect. I have a list of scripts I am using in my signature. Any help would be greatly appreciated.  
14
Platform: RPG Maker XP

Script Order
Spoiler: ShowHide

MAWS 1.2
Dynamic_Footprints - Wachunga
Dynamic_Shadow - Rataime, Boushy, Genzai Kawakami
Dynamic_Lights - Kellessdee
Dynamic_Reflection - Rataime
Multiple Fogs - Game_Guy
Particle Engine (1) - By Pinkman, Sylver, markusmks
Particle Engine (2)
Particle Engine (3)
Particle Engine (4)
Particle Engine (5)
Particle Engine (6)
TOA (1)
TOA (2)
TOA (3)
BABS (1)
BABS (2)
BABS (3)
Z_HUD
Z_HUD_Plugin - RPGManiac3030
BABS_Battle Music


[Resolved]#1 = I don't want floating damage at all, when heroes and enemies hit each other I don't want the damage displayed on screen. Is there a way to turn it off? = BABS

[Resolved]#2 = When a hero attacks a target they either have to stand still and spam the attack key or move and press the attack key intermittently. I wanted to know if I could make it so you could move and spam the attack key at the same time is that possible, am I missing an option? = BABS

[http://forum.chaos-project.com/index.php/topic,11721.0.html]#3 = I am using Ton-Of-Addons and I have ARROW_ABOVE_PLAYER set to true, however it only works in the top left half of the screen and not anywhere else on the map. = TOA (It was suggested I ask Blizzard for help on this one :shy:)

[Resolved]#4 = I am trying to use a water reflection script and I keep getting an error. "Script 'Water_Reflection' line 187: SyntaxError occurred." = Water_Reflection

#5 I am using a dynamic footprint script, game loads just fine, however, when I press the movement key I get the following error, "Script 'Dynamic Footprints' line 323: ArgumnetError occurred. wrong number of arguments(2 for 0)

Dynamic_Footprints
Spoiler: ShowHide
=begin
============
 Dynamic Footprints - version 1.0 (2005-11-07)
============
 by Wachunga

0.95 - original release
1.0 - fixed a small bug with directional footprints and
      updated the compatibility list
 
SETUP:
1) From the database (Tileset tab), give the appropriate tiles of any
   tilesets that you want to show footprints (e.g. sand in "Desert",
   snow in "Snow Field") the terrain tag 1.
2) Place the footprints file in the Graphics/Tilesets folder.

To prevent an event from having any footprints (e.g. birds), include <nofp>
somewhere in its name.

(If using non-RTP sprites, you may want to create customized footprints.)

FEATURES:
* customizable duration footprint fading (optional)
* direction-specific footprints (optional)
* rounded footprints paths
* overlapping footprints supported
* handles move events (jumping, speed changes, etc) and teleportation

COMPATIBILITY:
1) Cogwheel's Pixel Movement script - unfortunately, pixel movement by its
   very nature isn't very compatible with footprints (short of using sprites
   or pictures instead of a tileset) because a character can move part way
   across a tile without footprints appearing.
   
 2) Near Fantastica's Squad Based Movement/Action Battle System script -
    make sure it is below this script
 
 3) Near Fantastica's Updated Day Night script - again, make sure it is below
    this script
 
 4) Baskinein's Animated Sprite script - see:
    http://www.rmxp.net/forums/index.php?s=&showtopic=27407&view=findpost&p=261921
   
 5) Fukuyama's Caterpillar script - to only have one set of footprints
    for the whole group, no modifications are necessary (just make sure his
    script is above this one). To have a separate (overlapping) set of
    footprints for each character, uncomment (by moving the "= end") the
    following lines:

module Train_Actor
class Game_Party_Actor < Game_Character    
 def move_down(turn_enabled = true)
   if turn_enabled
     turn_down
   end
   if passable?(@x, @y, Input::DOWN)
     turn_down
     @y += 1
     increase_steps
   end
 end
 def move_left(turn_enabled = true)
   if turn_enabled
     turn_left
   end
   if passable?(@x, @y, Input::LEFT)
     turn_left
     @x -= 1
     increase_steps
   end
 end
 def move_right(turn_enabled = true)
   if turn_enabled
     turn_right
   end
   if passable?(@x, @y, Input::RIGHT)
     turn_right
     @x += 1
     increase_steps
   end
 end
 def move_up(turn_enabled = true)
   if turn_enabled
     turn_up
   end
   if passable?(@x, @y, Input::UP)
     turn_up
     @y -= 1
     increase_steps
   end
 end
end
end

=end

#----------------------------------------------------------------------
# Footprints for six situations (down->up, left->right, down->left,
# left->up, up->right and right->down) are required (twelve for
# directional footprints). See the provided footprints template
# (footprints_template.png) for specific details, noting
# that the right half of the template can be empty if using the default
# of non-directional footprints (i.e. leaving FP_DIRECTIONAL = false).
FP_FILE = "footprints_default"
#----------------------------------------------------------------------
# FP_DIRECTIONAL specifies whether there are direction-specific
# footprints (e.g. footprints from player moving up are different
# from those left when player is moving down)
FP_DIRECTIONAL = false
#----------------------------------------------------------------------
# Terrain tag(s) as set in the database
FP_TAG = 1
#----------------------------------------------------------------------
# How much time elapses before footprints begin to fade
FP_BEFORE_FADE_TIME = 100
# After beginning to fade, how long the fading process actually takes
FP_FADE_TIME = 100
# Note: it's possible to maintain footprints indefinitely (with
# FP_FADE_TIME = 0), but if the player opens a menu or changes maps,
# the footprints won't be saved. To allow them to persist even then,
# use Near's Dynamic Maps script (slight modifications would be needed).
#----------------------------------------------------------------------
# tilemap indexes (do not modify)
# regular:
FP_DU = 384
FP_LR = 385
FP_DL = 386
FP_LU = 387
FP_UR = 388
FP_RD = 389
# directional:
FP_UD = 512
FP_RL = 513
FP_DR = 514
FP_RU = 515
FP_UL = 516
FP_LD = 517

#----------------------------------------------------------------------

class Spriteset_Map
attr_accessor :footprints  
attr_accessor :fp_tilemap
def initialize
  @viewport1 = Viewport.new(0, 0, 640, 480)
  @viewport2 = Viewport.new(0, 0, 640, 480)
  @viewport3 = Viewport.new(0, 0, 640, 480)
  @viewport2.z = 200
  @viewport3.z = 5000
  @tilemap = Tilemap.new(@viewport1)
  @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
  for i in 0..6
    autotile_name = $game_map.autotile_names[i]
    @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
  end
  @tilemap.map_data = $game_map.data
  @tilemap.priorities = $game_map.priorities
  @panorama = Plane.new(@viewport1)
  @panorama.z = -1000
  @fog = Plane.new(@viewport1)
  @fog.z = 3000
  @character_sprites = []
  for i in $game_map.events.keys.sort
    sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
    @character_sprites.push(sprite)
  end
  @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
  @weather = RPG::Weather.new(@viewport1)
  @picture_sprites = []
  for i in 1..50
    @picture_sprites.push(Sprite_Picture.new(@viewport2,
      $game_screen.pictures[i]))
  end
  @timer_sprite = Sprite_Timer.new

  # Dynamic Footprints additions begin
  @footprints = []
  fp_tileset = FP_DIRECTIONAL ? Bitmap.new(256,1024) : Bitmap.new(256,512)
  # make a column for each footprint image
  # right -> down
  fp_tileset.blt(160, 0, RPG::Cache.tileset(FP_FILE), Rect.new(0, 0, 32, 32))
  # up -> right
  fp_tileset.blt(128, 0, RPG::Cache.tileset(FP_FILE), Rect.new(0, 32, 32, 32))  
  # left -> right  
  fp_tileset.blt(32, 0, RPG::Cache.tileset(FP_FILE), Rect.new(0, 64, 32, 32))    
  # down -> left
  fp_tileset.blt(64, 0, RPG::Cache.tileset(FP_FILE), Rect.new(32, 0, 32, 32))
  # left -> up
  fp_tileset.blt(96, 0, RPG::Cache.tileset(FP_FILE), Rect.new(32, 32, 32, 32))  
  # down -> up
  fp_tileset.blt(0, 0, RPG::Cache.tileset(FP_FILE), Rect.new(32, 64, 32, 32))

  # fill out each column, making copies of the image with decreasing opacity
  0.step(5*32, 32) do |x|
    opacity = 255
    0.step(15*32, 32) do |y|
      fp_tileset.blt(x, y, fp_tileset, Rect.new(x, 0, 32, 32), opacity)
      opacity -= 16
    end
  end

  if FP_DIRECTIONAL
    # down -> right
    fp_tileset.blt(160, 512, RPG::Cache.tileset(FP_FILE), Rect.new(64, 0, 32, 32))
    # right -> up
    fp_tileset.blt(128, 512, RPG::Cache.tileset(FP_FILE), Rect.new(64, 32, 32, 32))  
    # right -> left
    fp_tileset.blt(32, 512, RPG::Cache.tileset(FP_FILE), Rect.new(64, 64, 32, 32))    
    # left -> down
    fp_tileset.blt(64, 512, RPG::Cache.tileset(FP_FILE), Rect.new(96, 0, 32, 32))
    # up -> left
    fp_tileset.blt(96, 512, RPG::Cache.tileset(FP_FILE), Rect.new(96, 32, 32, 32))  
    # up -> down
    fp_tileset.blt(0, 512, RPG::Cache.tileset(FP_FILE), Rect.new(96, 64, 32, 32))
   
    0.step(5*32, 32) do |x|
      opacity = 255
      512.step(32*32, 32) do |y|
        fp_tileset.blt(x, y, fp_tileset, Rect.new(x, 512, 32, 32), opacity)
        opacity -= 16
      end
    end  
  end
 
  @fp_tilemap = Tilemap.new(@viewport1)  
  @fp_tilemap.tileset = fp_tileset
  @fp_tilemap.map_data = Table.new($game_map.width, $game_map.height, 3)
  # end Dynamic Footprints additions
 
  update
end

alias fp_dispose dispose
def dispose
  @fp_tilemap.dispose
  fp_dispose
end

alias fp_update update
def update
  @fp_tilemap.ox = $game_map.display_x / 4
  @fp_tilemap.oy = $game_map.display_y / 4
  @fp_tilemap.update
  unless FP_FADE_TIME == 0
    for fp in @footprints
      if fp.time > 1
        fp.time -= 1
        if fp.fade and (FP_FADE_TIME - fp.time) % (FP_FADE_TIME/16.0) < 1
          @fp_tilemap.map_data[fp.x,fp.y,fp.z] += 8
        end
      else
        if not fp.fade
          # begin fading
          fp.time = FP_FADE_TIME
          fp.fade = true
        else        
          @fp_tilemap.map_data[fp.x,fp.y,fp.z] = 0
          @footprints.delete(fp)
        end
      end
    end
  end
  fp_update
end

 def show_footprints(fp_index,fp_x,fp_y)
   # start with first layer, then stack footprints as necessary
   fp_z = 0
   if @fp_tilemap.map_data[fp_x,fp_y,fp_z] == 0
    @fp_tilemap.map_data[fp_x,fp_y,fp_z] = fp_index
   else
    fp_z = 1
    if @fp_tilemap.map_data[fp_x,fp_y,fp_z] == 0
      @fp_tilemap.map_data[fp_x,fp_y,fp_z] = fp_index
    else
      fp_z = 2
      if @fp_tilemap.map_data[fp_x,fp_y,fp_z] != 0
        # delete the existing footprint at these coords from the list
        # (to prevent having multiples)
        for i in @footprints.reverse
          if i.x == fp_x and i.y == fp_y and i.z == fp_z
            @footprints.delete(i)
            break
          end
        end
      end
      @fp_tilemap.map_data[fp_x,fp_y,fp_z] = fp_index
    end
   end
   @footprints.push(Footprint.new(fp_x,fp_y,fp_z))    
 end  

end

#-------------------------------------------------------------------------------

class Game_Event < Game_Character
 alias fp_ge_init initialize
 def initialize(map_id, event)
  fp_ge_init(map_id, event)
  if @event.name.upcase.include?('<NOFP>')
    @fp_id = nil
  end
 end
end

#-------------------------------------------------------------------------------

class Game_Character

alias fp_gc_init initialize
def initialize
  fp_gc_init
  # 1st argument = second last x/y
  # 2nd argument = last x/y
  @last_x = [0,0]
  @last_y = [0,0]
  @fp_id = 0 # default footprints
end

def footprints
  # determine which prints to draw and where
  if terrain_tag(@last_x[1],@last_y[1]) != FP_TAG
    return
  end
  fp_index = nil
  # left
  if @x > @last_x[1]
    if @last_y[1] > @last_y[0]
      fp_index = FP_UR
    elsif @last_y[1] < @last_y[0]
      fp_index = FP_DIRECTIONAL ? FP_DR : FP_RD
    else
      fp_index = FP_LR
    end
  else
    # right
    if @x < @last_x[1]
      if @last_y[1] > @last_y[0]
        fp_index = FP_DIRECTIONAL ? FP_UL : FP_LU
      elsif @last_y[1] < @last_y[0]
        fp_index = FP_DL
      else
        fp_index = FP_DIRECTIONAL ? FP_RL : FP_LR
      end
    else
      # up
      if @y < @last_y[1]
        if @last_x[1] > @last_x[0]
          fp_index = FP_LU
        elsif @last_x[1] < @last_x[0]
          fp_index = FP_DIRECTIONAL ? FP_RU : FP_UR
        else
          fp_index = FP_DU
        end
      # down
      elsif @y > @last_y[1]
        if @last_x[1] > @last_x[0]
          fp_index = FP_DIRECTIONAL ? FP_LD : FP_DL
        elsif @last_x[1] < @last_x[0]
          fp_index = FP_RD
        else
          fp_index = FP_DIRECTIONAL ? FP_UD : FP_DU
        end
      end
    end
  end
  if fp_index != nil
    fp_x = @last_x[1]
    fp_y = @last_y[1]
    $scene.spriteset.show_footprints(fp_index,fp_x,fp_y)
  end
end

 def moveto(x, y)
   @x = x
   @y = y
   @real_x = x * 128
   @real_y = y * 128
   if @fp_id != nil
     # track the last positions
     @last_x = [@x,@x]
     @last_y = [@y,@y]
   end
 end

 def increase_steps
   @stop_count = 0
   # show footprints if enabled for this character
   if @fp_id != nil and $scene.is_a?(Scene_Map)
     footprints
     # track the last positions
     @last_x.shift
     @last_x.push(@x)  
     @last_y.shift
     @last_y.push(@y)  
   end
 end

 def terrain_tag(x=@x,y=@y)
   return $game_map.terrain_tag(x, y)
 end

 def update_jump
   @jump_count -= 1
   @real_x = (@real_x * @jump_count + @x * 128) / (@jump_count + 1)
   @real_y = (@real_y * @jump_count + @y * 128) / (@jump_count + 1)
   if @fp_id != nil and @jump_count == 0
     # track the last positions
     @last_x = [@x,@x]
     @last_y = [@y,@y]      
   end
 end  
 
end

#-------------------------------------------------------------------------------

class Scene_Map
 attr_reader :spriteset

 # only change is a couple of (commented) sections to prevent teleporting
 # within same map from losing footprints when the spriteset is recreated
 def transfer_player
   $game_temp.player_transferring = false
   if $game_map.map_id != $game_temp.player_new_map_id
     $game_map.setup($game_temp.player_new_map_id)
   else # Dynamic Footprints
     fp = @spriteset.footprints
     md = @spriteset.fp_tilemap.map_data
   end
   $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
   case $game_temp.player_new_direction
   when 2
     $game_player.turn_down
   when 4
     $game_player.turn_left
   when 6
     $game_player.turn_right
   when 8
     $game_player.turn_up
   end
   $game_player.straighten
   $game_map.update
   @spriteset.dispose
   @spriteset = Spriteset_Map.new
   if fp != nil or md != nil # Dynamic Footprints
     @spriteset.footprints = fp
     @spriteset.fp_tilemap.map_data = md
   end
   if $game_temp.transition_processing
     $game_temp.transition_processing = false
     Graphics.transition(20)
   end
   $game_map.autoplay
   Graphics.frame_reset
   Input.update
 end
end

#-------------------------------------------------------------------------------

class Footprint
attr_reader :x
attr_reader :y
attr_reader :z
attr_accessor :time
attr_accessor :fade

def initialize(x,y,z)
  @x = x
  @y = y
  @z = z
  @time = FP_BEFORE_FADE_TIME
  @fade = false
end

end


Any help is appreciated  

*EDIT* Add information
**EDIT** Resolved some issues
***EDIT*** Updated scripts being used
****EDIT**** Updated post Scripts being used/new configuration problem. #5
*****EDIT***** Resolved some issues
15
Is there a script out there that converters VX tilesets to XP, I found one for sprites.  :???:

I am looking for a tileset that is for RPG Maker XP and has same kind of design at the photo below. The image below is from a VX tileset if there is a why to convert, that isn't extremely complicated, I am open to that also. Let me know if you want the full tile. Thanks to anyone who can help.

Example 1
Spoiler: ShowHide


Example 2
Spoiler: ShowHide


*EDIT* I found example 2 and I really like the style is there anyone making Auto-tiles that can help wipe some up for that set? Or does anyone know where I can find more like example 2? Thanks to anyone who can help.
**EDIT** Something like round VX Tilesets in XP format. :/ I've heard of them, but all the links I ever find are broken.
16
Platform: RPG Maker XP
Scripts: Blizzard's Z-HUD, Blizzard's ABS 2.84

I am looking a custom HUD made for Blizzard's ABS. I've included a picture I wiped up in MS paint, however I am wanting the black bar to be gold and the text to be white. Also and this isn't important, but would be awesome if do-able for as the health bar gets lower for the color to change from green (full) to orange (half) then to red (low). The same with the MP bar, blue (full) dark purple (half) light purple (low). Again, something that might come later; if a player's status increases the HP and MP bars will grow in size too. The three small boxes will be able to host small icon images of "linked" to a weapon, or skill. The dash box I will get appropriate image for. I want to use images and Blizzard's Z-HUD script. If anyone needs more detail please let me know and thanks to anyone that can help me. I appreciate it very much.

Mock-Up
Spoiler: ShowHide


HUD_Background Image
Spoiler: ShowHide


HP_BAR_Full
Spoiler: ShowHide


MP_BAR_FUll
Spoiler: ShowHide


BARS_Empty
Spoiler: ShowHide


Image of what I want it to look like in game. (Obviously the boxes would need to be slightly bigger to fit the text)
Spoiler: ShowHide


*EDIT* Add some images for HP, MP and HUD backgrounds. I am a novice at Photoshop so they are very good, open to help with those too.
**EDIT** Add scripts being used.
***EDIT*** Fixed grammar and cleaned up request.
****EDIT**** Added new image of in-game "look" & design